Okay, I tried adding the pause and I still get nothing, I setup the logger to run at info level, don't get anything in the logs. I tried setting a write breakpoint on about a 20h range around the value, nothing. I tried using a value that is modified by the game much more often, still nothing.
The only time I can get the emulator to break or log anything is when I setup it up with a break on reading, and I use the memory viewer to view the address. The breakpoint will trigger when I press 'go to address' (to update the viewer), but not when the game reads/writes to the values.
I tried using exactly what you gave me:
and it didn't work, it didn't pause execution or output anything to the logger. And I'm having the emulator start with the debugger open so I know it isn't that. (I did revert back to the unmodified .jar of r2100 from Orphis, didn't change anything).
Edit: I take back what I said, it's working- I've used other values (0x09FFFDF0) that I know the game modifies early on and it's triggering the breakpoint for it- I don't know why the later values (in RAM) aren't getting triggered.
Edit 2: I got it working, after looking up some memory mappings/partitions I realized that I was breaking on kernel memory, which the game shouldn't be writing to itself. The game was actually writing to 0x08941200.
Thanks for the help though, there wasn't much/any information lying around explaining the format for the Memory.mbrk files, so this was still helpful, and hopefully someone in the future might find this information helpful.
The only time I can get the emulator to break or log anything is when I setup it up with a break on reading, and I use the memory viewer to view the address. The breakpoint will trigger when I press 'go to address' (to update the viewer), but not when the game reads/writes to the values.
I tried using exactly what you gave me:
Code:
pause
W 0x88941200
Edit: I take back what I said, it's working- I've used other values (0x09FFFDF0) that I know the game modifies early on and it's triggering the breakpoint for it- I don't know why the later values (in RAM) aren't getting triggered.
Edit 2: I got it working, after looking up some memory mappings/partitions I realized that I was breaking on kernel memory, which the game shouldn't be writing to itself. The game was actually writing to 0x08941200.
Thanks for the help though, there wasn't much/any information lying around explaining the format for the Memory.mbrk files, so this was still helpful, and hopefully someone in the future might find this information helpful.